mirror of
https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑
473 lines
17 KiB
Plaintext
473 lines
17 KiB
Plaintext
/obj/structure/frame/machine
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name = "machine frame"
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desc = "The standard frame for most station appliances. Its appearance and function is controlled by the inserted board."
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board_type = /obj/item/circuitboard/machine
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/// List of all compnents inside the frame contributing to its construction
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var/list/components
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/// List of all components required to construct the frame
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var/list/req_components
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/// User-friendly list of names of required components
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var/list/req_component_names
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/obj/structure/frame/machine/Initialize(mapload)
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. = ..()
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register_context()
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/obj/structure/frame/machine/Destroy()
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QDEL_LIST(components)
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return ..()
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/obj/structure/frame/machine/atom_deconstruct(disassembled = TRUE)
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if(state >= FRAME_STATE_WIRED)
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new /obj/item/stack/cable_coil(drop_location(), 5)
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dump_contents()
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return ..()
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/obj/structure/frame/machine/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = NONE
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if(isnull(held_item))
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return
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if(held_item.tool_behaviour == TOOL_WRENCH && !circuit?.needs_anchored)
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context[SCREENTIP_CONTEXT_LMB] = "[anchored ? "Un" : ""]anchor"
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return CONTEXTUAL_SCREENTIP_SET
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switch(state)
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if(FRAME_STATE_EMPTY)
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if(istype(held_item, /obj/item/stack/cable_coil))
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context[SCREENTIP_CONTEXT_LMB] = "Wire Frame"
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return CONTEXTUAL_SCREENTIP_SET
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else if(held_item.tool_behaviour == TOOL_WELDER)
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context[SCREENTIP_CONTEXT_LMB] = "Unweld frame"
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return CONTEXTUAL_SCREENTIP_SET
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else if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
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context[SCREENTIP_CONTEXT_LMB] = "Disassemble frame"
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return CONTEXTUAL_SCREENTIP_SET
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if(FRAME_STATE_WIRED)
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if(held_item.tool_behaviour == TOOL_WIRECUTTER)
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context[SCREENTIP_CONTEXT_LMB] = "Cut wires"
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return CONTEXTUAL_SCREENTIP_SET
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else if(istype(held_item, board_type))
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context[SCREENTIP_CONTEXT_LMB] = "Insert board"
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return CONTEXTUAL_SCREENTIP_SET
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if(FRAME_STATE_BOARD_INSTALLED)
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if(held_item.tool_behaviour == TOOL_CROWBAR)
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context[SCREENTIP_CONTEXT_LMB] = "Pry out components"
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return CONTEXTUAL_SCREENTIP_SET
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else if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
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var/needs_components = FALSE
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for(var/component in req_components)
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if(!req_components[component])
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continue
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needs_components = TRUE
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break
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if(!needs_components)
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context[SCREENTIP_CONTEXT_LMB] = "Complete frame"
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return CONTEXTUAL_SCREENTIP_SET
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else if(!istype(held_item, /obj/item/storage/part_replacer))
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for(var/component in req_components)
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if(!req_components[component])
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continue
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var/stock_part_path
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if(ispath(component, /obj/item))
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stock_part_path = component
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else if(ispath(component, /datum/stock_part))
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var/datum/stock_part/stock_part_datum_type = component
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stock_part_path = initial(stock_part_datum_type.physical_object_type)
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if(istype(held_item, stock_part_path))
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context[SCREENTIP_CONTEXT_LMB] = "Insert part"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/frame/machine/examine(user)
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. = ..()
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if(!circuit?.needs_anchored)
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. += span_notice("It can be [EXAMINE_HINT("anchored")] [anchored ? "loose" : "in place"]")
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if(state == FRAME_STATE_EMPTY)
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if(!anchored)
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. += span_notice("It can be [EXAMINE_HINT("welded")] or [EXAMINE_HINT("screwed")] apart.")
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. += span_warning("It needs [EXAMINE_HINT("5 cable")] pieces to wire it.")
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return
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if(state == FRAME_STATE_WIRED)
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. += span_info("Its wires can be cut with a [EXAMINE_HINT("wirecutter")].")
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if(state != FRAME_STATE_BOARD_INSTALLED)
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. += span_warning("Its missing a circuit board..")
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return
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if(!length(req_components))
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. += span_info("It requires no components.")
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return
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var/list/nice_list = list()
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for(var/component in req_components)
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if(!req_components[component])
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continue
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nice_list += list("[req_components[component]] [req_component_names[component]]\s")
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. += span_info("It requires [english_list(nice_list, "no more components")].")
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. += span_info("All the components can be [EXAMINE_HINT("pried")] out.")
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if(!length(nice_list))
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. += span_info("The frame can be [EXAMINE_HINT("screwed")] to complete it.")
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/obj/structure/frame/machine/dump_contents()
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var/atom/drop_loc = drop_location()
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// We need a snowflake check for stack items since they don't exist anymore
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for(var/component in circuit?.req_components)
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if(!ispath(component, /obj/item/stack))
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continue
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var/obj/item/stack/stack_path = component
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var/stack_amount = circuit.req_components[component] - req_components[component]
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if(stack_amount > 0)
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new stack_path(drop_loc, stack_amount)
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// Rest of the stuff can just be spat out (this includes the circuitboard0)
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for(var/component in components)
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if(ismovable(component))
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var/atom/movable/atom_component = component
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atom_component.forceMove(drop_loc)
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else if(istype(component, /datum/stock_part))
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var/datum/stock_part/stock_part_datum = component
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var/physical_object_type = initial(stock_part_datum.physical_object_type)
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new physical_object_type(drop_loc)
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else
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stack_trace("Invalid component [component] was found in constructable frame")
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components = null
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req_components = null
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req_component_names = null
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/obj/structure/frame/machine/install_board(mob/living/user, obj/item/circuitboard/machine/board, by_hand = TRUE)
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if(state == FRAME_STATE_EMPTY)
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balloon_alert(user, "needs wiring!")
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return FALSE
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if(state == FRAME_STATE_BOARD_INSTALLED)
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balloon_alert(user, "circuit already installed!")
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return FALSE
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if(!anchored && istype(board) && board.needs_anchored)
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balloon_alert(user, "frame must be anchored!")
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return FALSE
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return ..()
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/obj/structure/frame/machine/circuit_added(obj/item/circuitboard/machine/added)
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state = FRAME_STATE_BOARD_INSTALLED
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update_appearance(UPDATE_ICON_STATE)
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//add circuit board as the first component to the list of components
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//required for part_replacer to locate it while exchanging parts
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//so it does not early return in /obj/machinery/proc/exchange_parts
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components = list(circuit)
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req_components = added.req_components.Copy()
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if(!req_components)
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return
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//creates a list of names from all the required parts
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req_component_names = list()
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for(var/component_path in req_components)
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if(!ispath(component_path))
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continue
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if(ispath(component_path, /obj/item/stack))
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var/obj/item/stack/stack_path = component_path
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if(initial(stack_path.singular_name))
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req_component_names[component_path] = initial(stack_path.singular_name)
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else
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req_component_names[component_path] = initial(stack_path.name)
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else if(ispath(component_path, /datum/stock_part))
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var/datum/stock_part/stock_part = component_path
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var/obj/item/physical_object_type = initial(stock_part.physical_object_type)
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req_component_names[component_path] = initial(physical_object_type.name)
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else if(ispath(component_path, /obj/item/stock_parts))
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var/obj/item/stock_parts/stock_part = component_path
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if(!added.specific_parts && initial(stock_part.base_name))
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req_component_names[component_path] = initial(stock_part.base_name)
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else
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req_component_names[component_path] = initial(stock_part.name)
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else if(ispath(component_path, /obj/item))
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var/obj/item/part = component_path
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req_component_names[component_path] = initial(part.name)
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else
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stack_trace("Invalid component part [component_path] in [type], couldn't get its name")
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req_component_names[component_path] = "[component_path] (this is a bug)"
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/obj/structure/frame/machine/circuit_removed(obj/item/circuitboard/machine/removed)
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components -= removed
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state = FRAME_STATE_WIRED
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update_appearance(UPDATE_ICON_STATE)
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/**
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* Returns the instance of path1 in list, else path2 in list
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*
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* Arguments
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* * parts - the list of parts to search
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* * path1 - the first path to search for
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* * path2 - the second path to search for, if path1 is not found
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*/
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/obj/structure/frame/machine/proc/look_for(list/parts, path1, path2)
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PRIVATE_PROC(TRUE)
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return (locate(path1) in parts) || (path2 ? (locate(path2) in parts) : null)
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/obj/structure/frame/machine/install_parts_from_part_replacer(mob/living/user, obj/item/storage/part_replacer/replacer, no_sound = FALSE)
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if(!length(replacer.contents))
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return FALSE
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var/amt = 0
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for(var/path in req_components)
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amt += req_components[path]
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if(!amt)
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return FALSE
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var/play_sound = FALSE
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var/list/part_list = replacer.get_sorted_parts() //parts sorted in order of tier
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for(var/path in req_components)
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var/target_path
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if(ispath(path, /datum/stock_part))
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var/datum/stock_part/datum_part = path
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target_path = initial(datum_part.physical_object_base_type)
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else
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target_path = path
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var/obj/item/part
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while(req_components[path] > 0 && (part = look_for(part_list, target_path, ispath(path, /obj/item/stack/ore/bluespace_crystal) ? /obj/item/stack/sheet/bluespace_crystal : null)))
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part_list -= part
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if(istype(part, /obj/item/stack))
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var/obj/item/stack/S = part
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var/used_amt = min(round(S.get_amount()), req_components[path])
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var/stack_name = S.singular_name
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if(!used_amt || !S.use(used_amt))
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continue
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req_components[path] -= used_amt
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// No balloon alert here so they can look back and see what they added
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to_chat(user, span_notice("You add [used_amt] [stack_name] to [src]."))
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play_sound = TRUE
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else if(replacer.atom_storage.attempt_remove(part, src))
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var/stock_part_datum = GLOB.stock_part_datums_per_object[part.type]
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if (!isnull(stock_part_datum))
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components += stock_part_datum
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qdel(part)
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else
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components += part
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part.forceMove(src)
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req_components[path]--
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// No balloon alert here so they can look back and see what they added
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to_chat(user, span_notice("You add [part] to [src]."))
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play_sound = TRUE
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if(play_sound && !no_sound)
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replacer.play_rped_sound()
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if(replacer.works_from_distance)
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user.Beam(src, icon_state = "rped_upgrade", time = 0.5 SECONDS)
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return TRUE
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/obj/structure/frame/machine/can_be_unfasten_wrench(mob/user, silent)
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. = ..()
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if(. != SUCCESSFUL_UNFASTEN)
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return .
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if(circuit?.needs_anchored)
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balloon_alert(user, "frame must be anchored!")
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return FAILED_UNFASTEN
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return .
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/obj/structure/frame/machine/screwdriver_act(mob/living/user, obj/item/tool)
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. = ..()
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if(. & ITEM_INTERACT_ANY_BLOCKER)
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return .
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if(state != FRAME_STATE_BOARD_INSTALLED)
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return .
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if(finalize_construction(user, tool))
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return ITEM_INTERACT_SUCCESS
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return ITEM_INTERACT_BLOCKING
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/obj/structure/frame/machine/wirecutter_act(mob/living/user, obj/item/tool)
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if(user.combat_mode)
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return NONE
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if(state != FRAME_STATE_WIRED)
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return ITEM_INTERACT_BLOCKING
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balloon_alert(user, "removing cables...")
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if(!tool.use_tool(src, user, 2 SECONDS, volume = 50) || state != FRAME_STATE_WIRED)
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return ITEM_INTERACT_BLOCKING
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state = FRAME_STATE_EMPTY
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update_appearance(UPDATE_ICON_STATE)
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new /obj/item/stack/cable_coil(drop_location(), 5)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/frame/machine/crowbar_act(mob/living/user, obj/item/tool)
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if(user.combat_mode)
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return NONE
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if(state != FRAME_STATE_BOARD_INSTALLED)
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return ITEM_INTERACT_BLOCKING
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tool.play_tool_sound(src)
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var/list/leftover_components = components.Copy() - circuit
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dump_contents()
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balloon_alert(user, "circuit board[length(leftover_components) ? " and components" : ""] removed")
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// Circuit exited handles updating state
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return ITEM_INTERACT_SUCCESS
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/**
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* Attempts to add the passed part to the frame
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*
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* Requires no sanity check that the passed part is a stock part
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*
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* Arguments
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* * user - the player
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* * tool - the part to add
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*/
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/obj/structure/frame/machine/proc/add_part(mob/living/user, obj/item/tool)
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PRIVATE_PROC(TRUE)
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for(var/stock_part_base in req_components)
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if (req_components[stock_part_base] == 0)
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continue
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var/stock_part_path
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if(ispath(stock_part_base, /obj/item))
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stock_part_path = stock_part_base
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else if(ispath(stock_part_base, /datum/stock_part))
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var/datum/stock_part/stock_part_datum_type = stock_part_base
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stock_part_path = initial(stock_part_datum_type.physical_object_type)
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else
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stack_trace("Bad stock part in req_components: [stock_part_base]")
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continue
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//if we require an bluespace crystall and we have an full sheet of them we can allow that
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if(ispath(stock_part_path, /obj/item/stack/ore/bluespace_crystal) && istype(tool, /obj/item/stack/sheet/bluespace_crystal))
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pass() //allow it
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else if(!istype(tool, stock_part_path))
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continue
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if(isstack(tool))
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var/obj/item/stack/S = tool
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var/used_amt = min(round(S.get_amount()), req_components[stock_part_path])
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if(used_amt && S.use(used_amt))
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req_components[stock_part_path] -= used_amt
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// No balloon alert here so they can look back and see what they added
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to_chat(user, span_notice("You add [tool] to [src]."))
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return
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// We might end up qdel'ing the part if it's a stock part datum.
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// In practice, this doesn't have side effects to the name,
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// but academically we should not be using an object after it's deleted.
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var/part_name = "[tool]"
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if (ispath(stock_part_base, /datum/stock_part))
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// We can't just reuse stock_part_path here or its singleton,
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// or else putting in a tier 2 part will deconstruct to a tier 1 part.
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var/stock_part_datum = GLOB.stock_part_datums_per_object[tool.type]
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if (isnull(stock_part_datum))
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stack_trace("tool.type] does not have an associated stock part datum!")
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continue
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components += stock_part_datum
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// We regenerate the stock parts on deconstruct.
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// This technically means we lose unique qualities of the stock part, but
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// it's worth it for how dramatically this simplifies the code.
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// The only place I can see it affecting anything is like...RPG qualities. :P
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qdel(tool)
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else if(user.transferItemToLoc(tool, src))
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components += tool
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else
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break
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// No balloon alert here so they can look back and see what they added
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to_chat(user, span_notice("You add [part_name] to [src]."))
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req_components[stock_part_base]--
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return TRUE
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balloon_alert(user, "can't add that!")
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return FALSE
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/obj/structure/frame/machine/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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. = ..()
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if(. & ITEM_INTERACT_ANY_BLOCKER)
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return .
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switch(state)
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if(FRAME_STATE_EMPTY)
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if(istype(tool, /obj/item/stack/cable_coil))
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if(!tool.tool_start_check(user, amount = 5))
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return ITEM_INTERACT_BLOCKING
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balloon_alert(user, "adding cables...")
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if(!tool.use_tool(src, user, 2 SECONDS, volume = 50, amount = 5) || state != FRAME_STATE_EMPTY)
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return ITEM_INTERACT_BLOCKING
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state = FRAME_STATE_WIRED
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update_appearance(UPDATE_ICON_STATE)
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return ITEM_INTERACT_SUCCESS
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if(FRAME_STATE_WIRED)
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if(isnull(circuit) && istype(tool, /obj/item/storage/part_replacer))
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return install_circuit_from_part_replacer(user, tool) ? ITEM_INTERACT_SUCCESS : ITEM_INTERACT_BLOCKING
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if(FRAME_STATE_BOARD_INSTALLED)
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if(istype(tool, /obj/item/storage/part_replacer))
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return install_parts_from_part_replacer(user, tool) ? ITEM_INTERACT_SUCCESS : ITEM_INTERACT_BLOCKING
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return .
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// Override of base_item_interaction so we only try to add parts to the frame AFTER running item_interaction and all the tool_acts
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/obj/structure/frame/machine/base_item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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. = ..()
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if(. & ITEM_INTERACT_ANY_BLOCKER)
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return .
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if(user.combat_mode)
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return NONE
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return add_part(user, tool) ? ITEM_INTERACT_SUCCESS : ITEM_INTERACT_BLOCKING
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/**
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* Attempt to finalize the construction of the frame into a machine
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* as according to our circuit and parts
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*
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* If successful, results in qdel'ing the frame and newing of a machine
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*
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* Arguments
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* * user - the player
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* * tool - the tool used to finalize the construction
|
|
*/
|
|
/obj/structure/frame/machine/finalize_construction(mob/living/user, obj/item/tool)
|
|
for(var/component in req_components)
|
|
if(req_components[component] > 0)
|
|
user.balloon_alert(user, "missing components!")
|
|
return FALSE
|
|
|
|
tool.play_tool_sound(src)
|
|
var/obj/machinery/new_machine = new circuit.build_path(loc)
|
|
if(istype(new_machine))
|
|
new_machine.clear_components()
|
|
// Set anchor state
|
|
new_machine.set_anchored(anchored)
|
|
// Prevent us from dropping stuff thanks to /Exited
|
|
var/obj/item/circuitboard/machine/leaving_circuit = circuit
|
|
circuit = null
|
|
// Assign the circuit & parts & move them all at once into the machine
|
|
// no need to separately move circuit board as its already part of the components list
|
|
new_machine.circuit = leaving_circuit
|
|
new_machine.component_parts = components
|
|
for (var/obj/new_part in components)
|
|
new_part.forceMove(new_machine)
|
|
//Inform machine that its finished & cleanup
|
|
new_machine.RefreshParts()
|
|
new_machine.on_construction(user)
|
|
components = null
|
|
qdel(src)
|
|
return TRUE
|
|
|
|
/obj/structure/frame/machine/secured
|
|
icon_state = "box_1"
|
|
state = FRAME_STATE_WIRED
|
|
anchored = TRUE
|